Dear all,
Our new member keropi asked me to release my sound files for Quake.
He liked some of them, because they are different from original.
I never thought much about sound files, cause I use them unchanged since many years.
But why not. Maybe for someone they will be useful.
First of all, they are not all custom/modified.
When I tested the sound files one by one some years back, I put my attention to them beeing faithful.
Most of the new ones simply have more POWER (in the meaning of wider frequence (44.1KHz 16bit) usage = more bass and clearer high tones).
So if you use an amplifier or something similar attached to your computer, you will benefit MUCH from them.
It is a much more intense feeling.
Good examples:
airdoor1.wav or meduse.wav (both in "doors" folder) or menu1.wav (in "misc").
(if you compare them, you will know what I mean)
I justed double-checked where these custom files are from and found it.
All credits go to them of course:
- mindgrid-audio_quake_2003.09.22
- Higher Frequency Quake wavs (All 44KHz) 31/03/04
- various Quake mods
- Hexen 1
- Heretic 1
If you know me long enough, you know that I cannot be without Special gimmicks:
- The "hit.wav" sound for the knight + Hellknight. Both have a steal armor right ?
So why not let it be hearable, that the armnor is made of steal (try to shoot ´em)...
- Take the Quaddamage, Ring of invisibility or the 666 rune and listen...
- I like the biosuit sound "suit.wav" (in items folder) very much
- shamblers attack is now as it should be: more frightening
- The awakening of chton...
Dont worry; if you dont like one, simply delete the file (the original sound will then be used automatically).
Some sounds I didnt touch, cause the new ones sounded all too different to original Quake:
Mostly weapon sounds. They are original except the grenade launching sound, which has more power.
Installation:
For DarkPlaces (or other .pk3 supporting engines):
Put the .pk3 file into your ID1 folder
For other engines (with external file support):
Extract the "sound" folder into your engines folder (or see your engines manual for information)
DOWNLOAD
Kind regards,
Seven
Our new member keropi asked me to release my sound files for Quake.
He liked some of them, because they are different from original.
I never thought much about sound files, cause I use them unchanged since many years.
But why not. Maybe for someone they will be useful.
First of all, they are not all custom/modified.
When I tested the sound files one by one some years back, I put my attention to them beeing faithful.
Most of the new ones simply have more POWER (in the meaning of wider frequence (44.1KHz 16bit) usage = more bass and clearer high tones).
So if you use an amplifier or something similar attached to your computer, you will benefit MUCH from them.
It is a much more intense feeling.
Good examples:
airdoor1.wav or meduse.wav (both in "doors" folder) or menu1.wav (in "misc").
(if you compare them, you will know what I mean)
I justed double-checked where these custom files are from and found it.
All credits go to them of course:
- mindgrid-audio_quake_2003.09.22
- Higher Frequency Quake wavs (All 44KHz) 31/03/04
- various Quake mods
- Hexen 1
- Heretic 1
If you know me long enough, you know that I cannot be without Special gimmicks:
- The "hit.wav" sound for the knight + Hellknight. Both have a steal armor right ?
So why not let it be hearable, that the armnor is made of steal (try to shoot ´em)...
- Take the Quaddamage, Ring of invisibility or the 666 rune and listen...
- I like the biosuit sound "suit.wav" (in items folder) very much
- shamblers attack is now as it should be: more frightening
- The awakening of chton...
Dont worry; if you dont like one, simply delete the file (the original sound will then be used automatically).
Some sounds I didnt touch, cause the new ones sounded all too different to original Quake:
Mostly weapon sounds. They are original except the grenade launching sound, which has more power.
Installation:
For DarkPlaces (or other .pk3 supporting engines):
Put the .pk3 file into your ID1 folder
For other engines (with external file support):
Extract the "sound" folder into your engines folder (or see your engines manual for information)
DOWNLOAD
Kind regards,
Seven
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